Game Art: Shrek, Pixelpuppet (3D)

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  04 April 2003
These are some nice characters, but they are not low-poly. Low poly is more than a polycount, it should be called optimized-poly instead.

First off you have modeled in quads or n-gons and there is nothing wrong with that, I model in quads sometimes too. But you have to convert to triangles before counting the polygons because the only count that matters in game development is triangle count. Secondly these models looks like they were created with some sort of subdivision or tesselation technique, even if they are not there are hundreds of wasted polygons that add nothing to the form of the model.

Low poly modeling requires an entirely different technique and approach to modeling than what most people are used to. The cardinal rule is to never have a vertex lie along a straight line (or a slight angle depending on how high your poly limit is) unless it is at an animateable joint. If there is a vertex along a straight line you eliminate it and you still have a straight line so there is no impact on the overall form of the model, however you have reduced the polycount. If there is a vertex intersecting an edge which creates a slight angle you eliminate the vertex and it creates a straight line, thus reducing the polycount and impacting the form of the model only marginally (depending on the degree of the angle you just eliminated).

These models would probably not fly even in next generation consoles that had a 5,000 poly character limit because these same characters could be 1/3 that and retain the same shape. The programmers and art director would be immediately up your ass to optimize them or add more detail that warrants the extra polygon usage.

They are nice looking though.
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